Object
Noir.Classes.Object: NoirClass
Represents a Stormworks object.
Noir.Classes.Object:Init(ID)
Initializes object class objects.
Parameters
ID
: integer
Noir.Classes.Object:_Serialize()
Serializes this object into g_savedata format.
Used internally. Do not use in your code.
Returns
NoirSerializedObject
Noir.Classes.Object:_Deserialize(serializedObject)
Deserializes this object from g_savedata format.
Used internally. Do not use in your code.
Parameters
serializedObject
: NoirSerializedObject
Returns
NoirObject
Noir.Classes.Object:GetData()
Returns the data of this object.
Returns
SWObjectData
Noir.Classes.Object:IsSimulating()
Returns whether or not this object is simulating.
Returns
boolean
Noir.Classes.Object:Exists()
Returns whether or not this object exists.
Returns
boolean
Noir.Classes.Object:Despawn()
Despawn this object.
Noir.Classes.Object:GetPosition()
Get this object's position.
Returns
SWMatrix
Noir.Classes.Object:Teleport(position)
Teleport this object.
Parameters
position
: SWMatrix
Noir.Classes.Object:Revive()
Revive this character (if character).
Noir.Classes.Object:SetData(hp, interactable, AI)
Set this object's data (if character).
Parameters
hp
: numberinteractable
: booleanAI
: boolean
Noir.Classes.Object:GetHealth()
Returns this character's health (if character).
Returns
number
Noir.Classes.Object:SetTooltip(tooltip)
Set this character's/creature's tooltip (if character or creature).
Parameters
tooltip
: string
Noir.Classes.Object:SetAIState(state)
Set this character's AI state (if character).
Parameters
state
: integer - Ship Pilot: 0 = none, 1 = path to destination Heli Pilot: 0 = None, 1 = path to destination, 2 = path to destination (accurate), 3 = gun run Plane Pilot: 0 = none, 1 = path to destination, 2 = gun run Gunner: 0 = none, 1 = fire at target Designator: 0 = none, 1 = aim at target
Noir.Classes.Object:GetAITarget()
Returns this character's AI target (if character).
Returns
NoirAITarget|nil
Noir.Classes.Object:SetAICharacterTarget(target)
Set this character's AI character target (if character).
Parameters
target
: NoirObject
Noir.Classes.Object:SetAIBodyTarget(body)
Set this character's AI body target (if character).
Parameters
body
: NoirBody
Noir.Classes.Object:SetAIPositionTarget(position)
Set this character's AI position target (if character).
Parameters
position
: SWMatrix
Noir.Classes.Object:Kill()
Kills this character (if character).
Noir.Classes.Object:GetVehicle()
Returns the vehicle this character is sat in (if character).
Returns
NoirBody|nil
Noir.Classes.Object:GetItem(slot)
Returns the item this character is holding in the specified slot (if character).
Parameters
slot
: SWSlotNumberEnum
Returns
integer
Noir.Classes.Object:GiveItem(slot, equipmentID, isActive, int, float)
Give this character an item (if character).
Parameters
slot
: SWSlotNumberEnumequipmentID
: SWEquipmentTypeEnumisActive
: boolean|nilint
: integer|nilfloat
: number|nil
Noir.Classes.Object:IsDowned()
Returns whether or not this character is downed (dead, incapaciated, or hp <= 0) (if character).
Returns
boolean
Noir.Classes.Object:Seat(body, name, voxelX, voxelY, voxelZ)
Seat this character in a seat (if character).
Parameters
body
: NoirBodyname
: string|nilvoxelX
: integer|nilvoxelY
: integer|nilvoxelZ
: integer|nil
Noir.Classes.Object:SetMoveTarget(position)
Set the move target of this character (if creature).
Parameters
position
: SWMatrix
Noir.Classes.Object:Damage(amount)
Damage this character by a certain amount (if character).
Parameters
amount
: number
Noir.Classes.Object:Heal(amount)
Heal this character by a certain amount (if character).
Parameters
amount
: number
Noir.Classes.Object:IsLit()
Returns if this fire is lit (if fire).
Returns
boolean
Noir.Classes.Object:GetFireData()
β οΈ | Deprecated. Do not use.
Get this fire's data (if fire).
Returns
boolean
Noir.Classes.Object:SetFireData(isLit, isExplosive)
Set this fire's data (if fire).
Parameters
isLit
: booleanisExplosive
: boolean
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